=(eGO)= Akisohida Jan 30, 2013 @ 7:46pm
Damn Winbombers, Man
Something needs to be done about winbombing demomen. As it is, you could remove all of Demomans weapons except the stock sticky launcer, and 90% of the demomen would not see a difference. It is too powerful and overused; it fires fast, arms fast, and it only takes 2 to kill most classes.

I, for one, am sick of seeing most demoman not use anything but ONE weapon, and be nearly unstoppable due to it.
Showing 1-15 of 17 comments
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SHOUT Jan 30, 2013 @ 7:53pm 
I thought I was the only one....
Matt Damon In A Grape Suit Jan 30, 2013 @ 8:05pm 
I hate demo men that only use their Sticky Launcher

I for one try to switch between weapons, make use of what I have.
Foxy the Pirate Jan 30, 2013 @ 8:20pm 
Am I the only one who prefers the Grenade Launcher over the Stickybomb Launcher?
Zyroxeon Jan 30, 2013 @ 8:38pm 
Originally posted by {MGCH}BBSOS Itsuki Koizumi:
Am I the only one who prefers the Grenade Launcher over the Stickybomb Launcher?
I agree with you there, Grenade Launcher is far underrated.

And it looks like someone got dominated by a... hmm... Burning Hustlers Hallmark Demoman with Deus Specs and Ornament Armament with a Strange Stickybomb Launcher with 7883 kills
ASUSHOTGEX Jan 30, 2013 @ 8:50pm 
Originally posted by {MGCH}BBSOS Itsuki Koizumi:
Am I the only one who prefers the Grenade Launcher over the Stickybomb Launcher?
I absolutely prefer the g. launcher over the s. launcher. because usually when i go sticky an lay sticky's in a oncoming enemy path they either successfully stay outside of the damage range of my stickys or engage me from outside of the stickys range once they see them, my timing is good its just that i seem to encounter more competent players when i go demo, they know how to handle me & the stickys. meanwhile i can absolutely wreck players and force a retreat or get the kill with the g. launcher, i have great aim & timing and even when i miss the greanade usually scores splash damage if it doesnt connect directly plus i am far better at reading an enemys movements with the g. launcher and solemly sticky jump as demo. i merely dont do it because i prefer to play a supplementing role to heavys & soldiers when i go demo i get plenty of assist and help with objectives while keeping heat off teammates instead of going into heavy opposition by myself, i do as soldier but not as demo.
MannMedic Jan 30, 2013 @ 8:54pm 
I like to use the Grenade Launcher for direct hits or close explosions, and use the Stickybomb Launcher for laying traps and sticky jumping. Even though I like direct hits with the Grenade Launcher, I just cannot grip the feel of the Loch-n-Load, using the Grenade Launcher feels so much more natural.
ASUSHOTGEX Jan 30, 2013 @ 8:58pm 
Originally posted by Classic Mann Medic:
I just cannot grip the feel of the Loch-n-Load, using the Grenade Launcher feels so much more natural.
i know right? its odd but i have the feel of the direct hit of the soldier, but lock n load is just another story. my problem with it is the fact that you must get direct hits to score damage and not having splash damage does hinder progress when your making a push and miss a few too many times.
100% Recycled Awesome Jan 30, 2013 @ 11:20pm 
Originally posted by =(eGO)= Akisohida:
Something needs to be done about winbombing demomen. As it is, you could remove all of Demomans weapons except the stock sticky launcer, and 90% of the demomen would not see a difference. It is too powerful and overused; it fires fast, arms fast, and it only takes 2 to kill most classes.

Meh. 2 if you fire them quickly and blow them up quickly. The drop off reduces damage quite significently.

Sticky bombs are fine as they are, you just need a team that can blow them back or destroy them.

Anyways, I'll give you 1.66 refined for your S. Medigun :)
TRC Jan 30, 2013 @ 11:23pm 
A good player will kill you no matter the weapons. A lot of good players prefer demoman, as it is versatile and powerfull, without having any glaring downsides. As for avoiding air bursting stickies, simply learn to out predict, and dont walk down narrow corridors and complain a class great at narrow corrdiors kills you.
Rick Jan 30, 2013 @ 11:27pm 
Stickybomb launcher has slow reloading time which is normally why the scout counters the demoman. He can easily pick him off when he's reloading assuming he doesn't have stickies surrounding him.
Matt Damon In A Grape Suit Jan 30, 2013 @ 11:38pm 
Originally posted by {MGCH}BBSOS Itsuki Koizumi:
Am I the only one who prefers the Grenade Launcher over the Stickybomb Launcher?

I feel Gren. kills are more satisfying when properly aimed and timed to perfection. When You just send a pipe estimating when it will hit, and it does! That's just awesome. Sticky kills aren't bad either when you lay an un expected trap too.
Dem Jan 31, 2013 @ 3:32am 
Originally posted by Thomson R:
Stickybomb launcher has slow reloading time which is normally why the scout counters the demoman. He can easily pick him off when he's reloading assuming he doesn't have stickies surrounding him.

The reload speed for the first sticky is 1.09, all the other ones are .67. The first reload for the g. launcher is 1.24, and for the consecutive ones its .6. They are about equal in reloading speed.
Sentient_Toaster Jan 31, 2013 @ 3:44am 
Originally posted by Thomson R:
Stickybomb launcher has slow reloading time which is normally why the scout counters the demoman. He can easily pick him off when he's reloading assuming he doesn't have stickies surrounding him.

More the arm time + slow fire rate if there's any need for charging -- 0.92 second arm time on stock, and fall-off applies for the next few seconds. Means that the demo has to be quite good at predicting a high-velocity agile scout to do much before he gets two-shot with the scattergun, if the area is sufficiently open that the demo can't just cover the approach with stickies. Hence, pipe aim becomes very very useful in this circumstance (among others).
21st Sentry Gentleman Jan 31, 2013 @ 4:37am 
Relying solely on your stickylauncher comes with the big fat downside of having no combat existance within the range of the 2fort bridge.

Also, just putting this out there, within the 0,8 seconds a sticky needs before it becomes functional anything that isn't a spun up Heavy can easily move farther than the 10ft splash range. Of course, this isn't factoring in terrain but at least theoretically spoken it is always possible to avoid a stickybomb.

I don't see any needs for nerfs here.
Last edited by 21st Sentry Gentleman; Jan 31, 2013 @ 4:38am
Black Mambo № 5. Jan 31, 2013 @ 4:44am 
Quit ♥♥♥♥♥ing, thanks.

/thread
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Date Posted: Jan 30, 2013 @ 7:46pm
Posts: 17